Mod civ not showing up on leader selection screen

Discussion in 'Civ5 - Creation & Customization' started by Scissor_fingers, Aug 15, 2016.

  1. Scissor_fingers

    Scissor_fingers Chieftain

    Joined:
    Jul 31, 2016
    Messages:
    10
    Location:
    Texas
    So i finished up my first mod and I tried to test it out and play it in game, but for some reason it isnt appearing on the civ roster even after I enabled it on the mod selection screen.

    I suspect its something to do with my UU and UB not replacing actual things, but I dont know what exactly I did wrong.

    Can someone please help me find out where I messed up?

    Here's the UU code

    Code:
    <GameData>
      <Units>
        <Row>
          <Type>UNIT_RED_FLEET_JUNK</Type>
          <Description>TXT_KEY_UNIT_RED_FLEET_JUNK</Description>
          <Civilopedia>TXT_KEY_CIVILOPEDIA_UNITS_RENAISSANCE_RED_FLEET_JUNK_TEXT</Civilopedia>
          <Strategy>TXT_KEY_UNIT_RED_FLEET_JUNK_STRATEGY</Strategy>
          <Help>TXT_KEY_UNIT_HELP_RED_FLEET_JUNK</Help>
          <Requirements></Requirements>
          <Combat>22</Combat>
          <Cost>150</Cost>
          <FaithCost>0</FaithCost>
          <RequiresFaithPurchaseEnabled>0</RequiresFaithPurchaseEnabled>
          <Moves>6</Moves>
          <Immobile>0</Immobile>
          <Range>0</Range>
          <BaseSightRange>2</BaseSightRange>
          <Class>UNITCLASS_PRIVATEER</Class>
          <Special></Special>
          <Capture></Capture>
          <CombatClass>UNITCOMBAT_NAVALMELEE</CombatClass>
          <Domain>DOMAIN_SEA</Domain>
          <CivilianAttackPriority></CivilianAttackPriority>
          <DefaultUnitAI>UNITAI_PIRATE_SEA</DefaultUnitAI>
          <Food>0</Food>
          <NoBadGoodies>0</NoBadGoodies>
          <RivalTerritory>0</RivalTerritory>
          <MilitarySupport>1</MilitarySupport>
          <MilitaryProduction>1</MilitaryProduction>
          <Pillage>1</Pillage>
          <PillagePrereqTech></PillagePrereqTech>
          <Found>0</Found>
          <FoundAbroad>0</FoundAbroad>
          <CultureBombRadius>0</CultureBombRadius>
          <GoldenAgeTurns>0</GoldenAgeTurns>
          <FreePolicies>0</FreePolicies>
          <OneShotTourism>0</OneShotTourism>
          <OneShotTourismPercentOthers>0</OneShotTourismPercentOthers>
          <IgnoreBuildingDefense>0</IgnoreBuildingDefense>
          <PrereqResources>0</PrereqResources>
          <Mechanized>1</Mechanized>
          <Suicide>0</Suicide>
          <CaptureWhileEmbarked>0</CaptureWhileEmbarked>
          <PrereqTech>TECH_NAVIGATION</PrereqTech>
          <ObsoleteTech>TECH_COMBUSTION</ObsoleteTech>
          <GoodyHutUpgradeUnitClass></GoodyHutUpgradeUnitClass>
          <HurryCostModifier>20</HurryCostModifier>
          <AdvancedStartCost>50</AdvancedStartCost>
          <MinAreaSize>10</MinAreaSize>
          <AirInterceptRange>0</AirInterceptRange>
          <AirUnitCap>0</AirUnitCap>
          <NukeDamageLevel>-1</NukeDamageLevel>
          <WorkRate>0</WorkRate>
          <NumFreeTechs>0</NumFreeTechs>
          <BaseBeakersTurnsToCount>0</BaseBeakersTurnsToCount>
          <BaseCultureTurnsToCount>0</BaseCultureTurnsToCount>
          <RushBuilding>0</RushBuilding>
          <BaseHurry>0</BaseHurry>
          <HurryMultiplier>0</HurryMultiplier>
          <BaseGold>0</BaseGold>
          <NumGoldPerEra>0</NumGoldPerEra>
          <SpreadReligion>0</SpreadReligion>
          <RemoveHeresy>0</RemoveHeresy>
          <ReligionSpreads>0</ReligionSpreads>
          <ReligiousStrength>0</ReligiousStrength>
          <FoundReligion>0</FoundReligion>
          <RequiresEnhancedReligion>0</RequiresEnhancedReligion>
          <ProhibitsSpread>0</ProhibitsSpread>
          <CanBuyCityState>0</CanBuyCityState>
          <CombatLimit>100</CombatLimit>
          <RangeAttackOnlyInDomain>0</RangeAttackOnlyInDomain>
          <RangeAttackIgnoreLOS>0</RangeAttackIgnoreLOS>
          <Trade>0</Trade>
          <NumExoticGoods>0</NumExoticGoods>
          <RangedCombatLimit>0</RangedCombatLimit>
          <XPValueAttack>3</XPValueAttack>
          <XPValueDefense>3</XPValueDefense>
          <SpecialCargo></SpecialCargo>
          <DomainCargo></DomainCargo>
          <Conscription>0</Conscription>
          <ExtraMaintenanceCost>0</ExtraMaintenanceCost>
          <NoMaintenance>0</NoMaintenance>
          <Unhappiness>0</Unhappiness>
          <UnitArtInfo>ART_DEF_UNIT_RED_FLEET_JUNK</UnitArtInfo>
          <UnitArtInfoCulturalVariation>0</UnitArtInfoCulturalVariation>
          <UnitArtInfoEraVariation>0</UnitArtInfoEraVariation>
          <ProjectPrereq></ProjectPrereq>
          <SpaceshipProject></SpaceshipProject>
          <LeaderPromotion></LeaderPromotion>
          <LeaderExperience>0</LeaderExperience>
          <DontShowYields>0</DontShowYields>
          <ShowInPedia>1</ShowInPedia>
          <MoveRate>WOODEN_BOAT</MoveRate>
          <UnitFlagIconOffset>0</UnitFlagIconOffset>
          <PortraitIndex>2</PortraitIndex>
          <IconAtlas>CHING_ICON_ATLAS</IconAtlas>
          <UnitFlagAtlas>JUNK_FLAG</UnitFlagAtlas>
        </Row>
      </Units>
    
    	<Unit_AITypes>
    		<Row>
    			<UnitType>UNIT_RED_FLEET_JUNK</UnitType>
    			<UnitAIType>UNITAI_ATTACK_SEA</UnitAIType>
    		</Row>
    		<Row>
    			<UnitType>UNIT_RED_FLEET_JUNK</UnitType>
    			<UnitAIType>UNITAI_RESERVE_SEA</UnitAIType>
    		</Row>
    		<Row>
    			<UnitType>UNIT_RED_FLEET_JUNK</UnitType>
    			<UnitAIType>UNITAI_ESCORT_SEA</UnitAIType>
    		</Row>
    		<Row>
    			<UnitType>UNIT_RED_FLEET_JUNK</UnitType>
    			<UnitAIType>UNITAI_EXPLORE_SEA</UnitAIType>
    		</Row>
    		<Row>
    			<UnitType>UNIT_RED_FLEET_JUNK</UnitType>
    			<UnitAIType>UNITAI_PIRATE_SEA</UnitAIType>
    		</Row>
    	</Unit_AITypes>
    	<!-- Unit_Buildings -->
    	<!-- Unit_BuildingClassRequireds -->
    	<!-- Unit_ProductionModifierBuildings -->
    	<!-- Unit_Builds -->
    	<Unit_ClassUpgrades>
    		<Row>
    			<UnitType>UNIT_RED_FLEET_JUNK</UnitType>
    			<UnitClassType>UNITCLASS_DESTROYER</UnitClassType>
    		</Row>
    	</Unit_ClassUpgrades>
    	<Unit_FreePromotions>
    		<Row>
    			<UnitType>UNIT_RED_FLEET_JUNK</UnitType>
    			<PromotionType>PROMOTION_COASTAL_RAIDER_1</PromotionType>
    		</Row>
    		<Row>
    			<UnitType>UNIT_RED_FLEET_JUNK</UnitType>
    			<PromotionType>PROMOTION_PRIZE_SHIPS</PromotionType>
    		</Row>
    		<Row>
    			<UnitType>UNIT_RED_FLEET_JUNK</UnitType>
    			<PromotionType>PROMOTION_LOGISTICS</PromotionType>
    		</Row>
    		<Row>
    			<UnitType>UNIT_RED_FLEET_JUNK</UnitType>
    			<PromotionType>PROMOTION_BOARDING_PARTY_1</PromotionType>
    		</Row>
    	</Unit_FreePromotions>
    	<Unit_Flavors>
    		<Row>
    			<UnitType>UNIT_RED_FLEET_JUNK</UnitType>
    			<FlavorType>FLAVOR_NAVAL</FlavorType>
    			<Flavor>15</Flavor>
    		</Row>
    		<Row>
    			<UnitType>UNIT_RED_FLEET_JUNK</UnitType>
    			<FlavorType>FLAVOR_OFFENSE</FlavorType>
    			<Flavor>10</Flavor>
    		</Row>
    		<Row>
    			<UnitType>UNIT_RED_FLEET_JUNK</UnitType>
    			<FlavorType>FLAVOR_DEFENSE</FlavorType>
    			<Flavor>7</Flavor>
    		</Row>
    		<Row>
    			<UnitType>UNIT_RED_FLEET_JUNK</UnitType>
    			<FlavorType>FLAVOR_NAVAL_RECON</FlavorType>
    			<Flavor>2</Flavor>
    		</Row>
    	</Unit_Flavors>
    	<!-- Unit_GreatPersons -->
    	<!-- Unit_ResourceQuantityRequirements -->
    	<!-- Unit_UniqueNames -->
    	<Unit_YieldFromKills>
    		<Row>
    			<UnitType>UNIT_RED_FLEET_JUNK</UnitType>
    			<YieldType>YIELD_GOLD</YieldType>
    			<Yield>20</Yield>
    		</Row>
    	</Unit_YieldFromKills>
    	<!-- Unit_NotAITypes -->
    	<!-- Unit_ProductionTraits -->
    	<!-- Unit_TechTypes -->
    	<!-- UnitPromotions_CivilianUnitType -->
    
    	<Language_en_US>
    		<Row Tag="TXT_KEY_UNIT_RED_FLEET_JUNK">
    			<Text>Red Fleet Junk</Text>
    		</Row>
    		<Row Tag="TXT_KEY_CIVILOPEDIA_UNITS_RENAISSANCE_RED_FLEET_JUNK_TEXT">
    			<Text>
    				<!-- Add Civilopedia text here -->
    			</Text>
    		</Row>
    		<Row Tag="TXT_KEY_UNIT_RED_FLEET_JUNK_STRATEGY">
    			<Text>Weaker than standard privateer, but gains logistics promotion and gets gold bonus when capturing unit</Text>
    		</Row>
    		<Row Tag="TXT_KEY_UNIT_HELP_JUNK">
    			<Text>Renaissance naval Unit. Only the Red Fleet Pirates may build it. Weaker than a normal privateer, this Unit has 2 attacks per turn and gains 20 gold per kill.</Text>
    		</Row>
    	</Language_en_US>
    </GameData>

    and for the UB

    Code:
    <GameData>
      <Buildings>
        <Row>
          <Type>BUILDING_GAMBLING_HOUSE</Type>
          <Description>TXT_KEY_BUILDING_GAMBLING_HOUSE</Description>
          <Civilopedia>TXT_KEY_CIV5_BUILDINGS_GAMBLING_HOUSE_TEXT</Civilopedia>
          <Strategy>TXT_KEY_BUILDING_GAMBLING_HOUSE_STRATEGY</Strategy>
          <Help></Help>
          <ThemingBonusHelp></ThemingBonusHelp>
          <Quote></Quote>
          <GoldMaintenance>1</GoldMaintenance>
          <MutuallyExclusiveGroup>-1</MutuallyExclusiveGroup>
          <TeamShare>0</TeamShare>
          <Water>0</Water>
          <River>0</River>
          <FreshWater>0</FreshWater>
          <Mountain>0</Mountain>
          <NearbyMountainRequired>0</NearbyMountainRequired>
          <Hill>0</Hill>
          <Flat>0</Flat>
          <FoundsReligion>0</FoundsReligion>
          <IsReligious>0</IsReligious>
          <BorderObstacle>0</BorderObstacle>
          <PlayerBorderObstacle>0</PlayerBorderObstacle>
          <Capital>0</Capital>
          <GoldenAge>0</GoldenAge>
          <MapCentering>0</MapCentering>
          <NeverCapture>0</NeverCapture>
          <NukeImmune>0</NukeImmune>
          <AllowsWaterRoutes>0</AllowsWaterRoutes>
          <ExtraLuxuries>0</ExtraLuxuries>
          <DiplomaticVoting>0</DiplomaticVoting>
          <AffectSpiesNow>0</AffectSpiesNow>
          <NullifyInfluenceModifier>0</NullifyInfluenceModifier>
          <Cost>200</Cost>
          <FaithCost>0</FaithCost>
          <LeagueCost>0</LeagueCost>
          <UnlockedByBelief>0</UnlockedByBelief>
          <UnlockedByLeague>0</UnlockedByLeague>
          <HolyCity>0</HolyCity>
          <NumCityCostMod>0</NumCityCostMod>
          <HurryCostModifier>10</HurryCostModifier>
          <MinAreaSize>-1</MinAreaSize>
          <ConquestProb>75</ConquestProb>
          <CitiesPrereq>0</CitiesPrereq>
          <LevelPrereq>0</LevelPrereq>
          <CultureRateModifier>0</CultureRateModifier>
          <GlobalCultureRateModifier>0</GlobalCultureRateModifier>
          <GreatPeopleRateModifier>0</GreatPeopleRateModifier>
          <GlobalGreatPeopleRateModifier>0</GlobalGreatPeopleRateModifier>
          <GreatGeneralRateModifier>0</GreatGeneralRateModifier>
          <GreatPersonExpendGold>0</GreatPersonExpendGold>
          <GoldenAgeModifier>0</GoldenAgeModifier>
          <UnitUpgradeCostMod>0</UnitUpgradeCostMod>
          <Experience>0</Experience>
          <GlobalExperience>0</GlobalExperience>
          <FoodKept>0</FoodKept>
          <Airlift>0</Airlift>
          <AirModifier>0</AirModifier>
          <NukeModifier>0</NukeModifier>
          <NukeExplosionRand>0</NukeExplosionRand>
          <HealRateChange>0</HealRateChange>
          <Happiness>2</Happiness>
          <UnmoddedHappiness>0</UnmoddedHappiness>
          <UnhappinessModifier>0</UnhappinessModifier>
          <HappinessPerCity>0</HappinessPerCity>
          <HappinessPerXPolicies>0</HappinessPerXPolicies>
          <CityCountUnhappinessMod>0</CityCountUnhappinessMod>
          <NoOccupiedUnhappiness>0</NoOccupiedUnhappiness>
          <WorkerSpeedModifier>0</WorkerSpeedModifier>
          <MilitaryProductionModifier>0</MilitaryProductionModifier>
          <SpaceProductionModifier>0</SpaceProductionModifier>
          <GlobalSpaceProductionModifier>0</GlobalSpaceProductionModifier>
          <BuildingProductionModifier>0</BuildingProductionModifier>
          <WonderProductionModifier>0</WonderProductionModifier>
          <CityConnectionTradeRouteModifier>0</CityConnectionTradeRouteModifier>
          <CapturePlunderModifier>0</CapturePlunderModifier>
          <PolicyCostModifier>0</PolicyCostModifier>
          <PlotCultureCostModifier>0</PlotCultureCostModifier>
          <GlobalPlotCultureCostModifier>0</GlobalPlotCultureCostModifier>
          <PlotBuyCostModifier>0</PlotBuyCostModifier>
          <GlobalPlotBuyCostModifier>0</GlobalPlotBuyCostModifier>
          <GlobalPopulationChange>0</GlobalPopulationChange>
          <TechShare>0</TechShare>
          <FreeTechs>0</FreeTechs>
          <FreePolicies>0</FreePolicies>
          <FreeGreatPeople>0</FreeGreatPeople>
          <MedianTechPercentChange>0</MedianTechPercentChange>
          <Gold>0</Gold>
          <AllowsRangeStrike>0</AllowsRangeStrike>
          <Espionage>0</Espionage>
          <AllowsFoodTradeRoutes>0</AllowsFoodTradeRoutes>
          <AllowsProductionTradeRoutes>0</AllowsProductionTradeRoutes>
          <Defense>0</Defense>
          <ExtraCityHitPoints>0</ExtraCityHitPoints>
          <GlobalDefenseMod>0</GlobalDefenseMod>
          <MinorFriendshipChange>0</MinorFriendshipChange>
          <VictoryPoints>0</VictoryPoints>
          <ExtraMissionarySpreads>0</ExtraMissionarySpreads>
          <ReligiousPressureModifier>0</ReligiousPressureModifier>
          <EspionageModifier>0</EspionageModifier>
          <GlobalEspionageModifier>0</GlobalEspionageModifier>
          <ExtraSpies>0</ExtraSpies>
          <SpyRankChange>0</SpyRankChange>
          <InstantSpyRankChange>0</InstantSpyRankChange>
          <TradeRouteRecipientBonus>0</TradeRouteRecipientBonus>
          <TradeRouteTargetBonus>0</TradeRouteTargetBonus>
          <NumTradeRouteBonus>0</NumTradeRouteBonus>
          <LandmarksTourismPercent>0</LandmarksTourismPercent>
          <InstantMilitaryIncrease>0</InstantMilitaryIncrease>
          <GreatWorksTourismModifier>0</GreatWorksTourismModifier>
          <XBuiltTriggersIdeologyChoice>0</XBuiltTriggersIdeologyChoice>
          <TradeRouteSeaDistanceModifier>0</TradeRouteSeaDistanceModifier>
          <TradeRouteSeaGoldBonus>0</TradeRouteSeaGoldBonus>
          <TradeRouteLandDistanceModifier>0</TradeRouteLandDistanceModifier>
          <TradeRouteLandGoldBonus>0</TradeRouteLandGoldBonus>
          <GreatScientistBeakerModifier>0</GreatScientistBeakerModifier>
          <BuildingClass>BUILDINGCLASS_BANK</BuildingClass>
          <ArtDefineTag>BANK</ArtDefineTag>
          <NearbyTerrainRequired></NearbyTerrainRequired>
          <ProhibitedCityTerrain></ProhibitedCityTerrain>
          <VictoryPrereq></VictoryPrereq>
          <FreeStartEra></FreeStartEra>
          <MaxStartEra></MaxStartEra>
          <ObsoleteTech></ObsoleteTech>
          <EnhancedYieldTech></EnhancedYieldTech>
          <TechEnhancedTourism>0</TechEnhancedTourism>
          <FreeBuilding></FreeBuilding>
          <FreeBuildingThisCity></FreeBuildingThisCity>
          <FreePromotion></FreePromotion>
          <TrainedFreePromotion></TrainedFreePromotion>
          <FreePromotionRemoved></FreePromotionRemoved>
          <ReplacementBuildingClass></ReplacementBuildingClass>
          <PrereqTech>TECH_BANKING</PrereqTech>
          <PolicyBranchType></PolicyBranchType>
          <SpecialistType>SPECIALIST_MERCHANT</SpecialistType>
          <SpecialistCount>1</SpecialistCount>
          <GreatWorkSlotType></GreatWorkSlotType>
          <FreeGreatWork></FreeGreatWork>
          <GreatWorkCount>1</GreatWorkCount>
          <SpecialistExtraCulture>0</SpecialistExtraCulture>
          <GreatPeopleRateChange>0</GreatPeopleRateChange>
          <ExtraLeagueVotes>0</ExtraLeagueVotes>
          <CityWall>0</CityWall>
          <DisplayPosition>0</DisplayPosition>
          <PortraitIndex>3</PortraitIndex>
          <WonderSplashImage></WonderSplashImage>
          <WonderSplashAnchor>R,T</WonderSplashAnchor>
          <WonderSplashAudio></WonderSplashAudio>
    	  <PortraitIndex>3</PortraitIndex>
          <IconAtlas>CHING_ICON_ATLAS</IconAtlas>
          <ArtInfoCulturalVariation>0</ArtInfoCulturalVariation>
          <ArtInfoEraVariation>0</ArtInfoEraVariation>
          <ArtInfoRandomVariation>0</ArtInfoRandomVariation>
        </Row>
      </Buildings>
    
      <!-- Building_AreaYieldModifiers -->
      <!-- Building_BuildingClassHappiness -->
      <!-- Building_BuildingClassYieldChanges -->
      <Building_ClassesNeededInCity>
        <Row>
          <BuildingType>BUILDING_GAMBLING_HOUSE</BuildingType>
          <BuildingClassType>BUILDINGCLASS_MARKET</BuildingClassType>
        </Row>
      </Building_ClassesNeededInCity>
      <!-- Building_FreeUnits -->
      <!-- Building_DomainFreeExperiences -->
      <!-- Building_DomainFreeExperiencePerGreatWork -->
      <!-- Building_DomainProductionModifiers -->
      <!-- Building_FreeSpecialistCounts -->
      <Building_Flavors>
        <Row>
          <BuildingType>BUILDING_GAMBLING_HOUSE</BuildingType>
          <FlavorType>FLAVOR_CULTURE</FlavorType>
          <Flavor>70</Flavor>
        </Row>
        <Row>
    	  <BuildingType>BUILDING_BANK</BuildingType>
    	  <FlavorType>FLAVOR_GOLD</FlavorType>
    	  <Flavor>70</Flavor>
    	</Row>
        <Row>
          <BuildingType>BUILDING_GAMBLING_HOUSE</BuildingType>
          <FlavorType>FLAVOR_GROWTH</FlavorType>
          <Flavor>40</Flavor>
        </Row>
        <Row>
          <BuildingType>BUILDING_GAMBLING_HOUSE</BuildingType>
          <FlavorType>FLAVOR_GREAT_PEOPLE</FlavorType>
          <Flavor>2</Flavor>
        </Row>
      </Building_Flavors>
      <!-- Building_GlobalYieldModifiers -->
      <!-- Building_HurryModifiers -->
      <!-- Building_LocalResourceAnds -->
      <!-- Building_LocalResourceOrs -->
      <!-- Building_LockedBuildingClasses -->
      <!-- Building_PrereqBuildingClasses -->
      <!-- Building_ResourceQuantity -->
      <!-- Building_ResourceQuantityRequirements -->
      <!-- Building_ResourceYieldModifiers -->
      <!-- Building_ResourceCultureChanges -->
      <!-- Building_ResourceFaithChanges -->
      <!-- Building_RiverPlotYieldChanges -->
      <!-- Building_SeaPlotYieldChanges -->
      <!-- Building_LakePlotYieldChanges -->
      <!-- Building_SeaResourceYieldChanges -->
      <!-- Building_ResourceYieldChanges -->
      <!-- Building_FeatureYieldChanges -->
      <!-- Building_TerrainYieldChanges -->
      <!-- Building_SpecialistYieldChanges -->
      <!-- Building_UnitCombatFreeExperiences -->
      <!-- Building_UnitCombatProductionModifiers -->
      <!-- Building_TechAndPrereqs -->
      <Building_YieldModifiers>
        <Row>
    	  <BuildingType>BUILDING_BANK</BuildingType>
    	  <YieldType>YIELD_GOLD</YieldType>
    	  <Yield>25</Yield>
        </Row>
    	<Row>
    	  <BuildingType>BUILDING_GAMBLING_HOUSE</BuildingType>
    	  <YieldType>YIELD_CULTURE</YieldType>
    	  <Yield>10</Yield>
        </Row>
    	<Row>
    	  <BuildingType>BUILDING_GAMBLING_HOUSE</BuildingType>
    	  <YieldType>YIELD_FOOD</YieldType>
    	  <Yield>10</Yield>
    	</Row>
      </Building_YieldModifiers>
      <!-- Building_YieldChangesPerReligion -->
      <!-- Building_TechEnhancedYieldChanges -->
      <!-- Building_YieldModifiers -->
      <!-- Building_ThemingBonuses -->
    
      <Language_en_US>
        <Row Tag="TXT_KEY_BUILDING_GAMBLING_HOUSE">
          <Text>Gambling House</Text>
        </Row>
        <Row Tag="TXT_KEY_CIV5_BUILDINGS_GAMBLING_HOUSE_TEXT">
          <Text>Set up by Ching Shih after her retirement, these gambling houses were an immense source of wealth. They also served as places where the city's prostitutes and elite would gather.</Text>
        </Row>
        <Row Tag="TXT_KEY_BUILDING_GAMBLING_HOUSE_STRATEGY">
          <Text>The Gambling House is a Renaissance-era building unique to the Red Fleet Pirates, replacing the Bank. In addition to increasing gold output, it increases the city's [ICON_CULTURE] and [ICON_FOOD] by 10%.</Text>
        </Row>
      </Language_en_US>
    </GameData>
     
  2. Troller0001

    Troller0001 I've anxiously awaited your arrival!

    Joined:
    Mar 9, 2016
    Messages:
    755
    Gender:
    Male
    Location:
    The Netherlands
    Enable Logging and attach your full mod, that way it's a lot easier to help. :)

    P.s. Your code is massive, since you defined every tag, even if the value of that tag is the same as the default value.
    Your code, for example, contains '<Requirements></Requirements>' and '<NeverCapture>0</NeverCapture>'. The first is not necessary since you don't define anything, (and are thus using the default value). It's not necessary to define <NeverCapture> as 0 either, since 0 (or false), is its default value. (Default values are used when a tag is not specifically defined. This makes codes a lot shorter, way easier to debug, makes it less likely to overlook dumb mistakes, and looks a lot prettier ;))
     

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